Hi Markparris,
There are typically two ways to do it, one is to offset the Deflector or to use an Object as deflector (invisible to the camera) that has the size of the particles “balanced”. (Typically done with a normal shift to inflate the object). Exploring your file, you know these already.
Yes, that works only with particles in similar size, such as the spheres in your example. If there are groups with the same size, but the groups itself are different, then the particle flow might take advantage of the options to split the particle stream into TPGroups.
The deflector has no idea about the geometry of the particles. If something like this is needed, you need to take the particles out of the TP and into the Dynamics/MoGraph. Here the dynamic engine can take the real shape into account.
All the best
Sassi
Help
Offset Type
Offset [-∞..+∞]
Variation [0..100%]
Especially when using large objects as particles, you will need to offset the distance at which collision detection takes place from the surface against which the particles rebound. This Offset Type enables you to define the type of offset used.
None
No offset will be calculated; the particles will collide directly with the surface.
Particle Size Travel
Particle Size X
Particle Size Y
Particle Size Z
The particle size (in its direction of travel) will be used for the collision detection; this is especially useful when the particle is stretched in its direction of travel.
The particle size along the X axis, Y axis or Z axis will be used for the collision detection, depending on which one of these three settings you choose.
User Defined Travel
User Defined X
User Defined Y
User Defined Z
This is the same option as Particle Size Travel except you can define the offset using Offset. In addition, you can vary the offset using Variation.
These settings have the same effect as Particle Size X, Particle Size Y and Particle Size Z except that you can define the offset using Offset. In addition, you can vary the offset using Variation.